Honestly the problem is, Warframe doesn't know how to design their bosses. They are just seeing what works, the new jackal looks nice, yes. But like what Volty said it lacks the free form of Combat. DOING what you want to the boss, and having the boss reward you for it is how you make boss fights. The Jackal rework is a big example of a rework that is one step forward 3 steps back. Finishers work in games like God of War, because its a story based game. Warframe isn't so when you are spamming a mission over and over again the cut-scenes become old and repetitive. Nero from DMC has finishers but you have the option to do so. The keyword here is option, when you remove options you are forcing a player to do something, and not what you want to do because then you have folks here that complain that the fight is drawn out. Thats why DMC is infinitely re playable because of choice. As much as I like the animations for the jackal boss fight, I dislike having my hand removed from the game.
Profit-Taker is the best example of this, you fight her you clear her shields, she rewards you by getting to the next stage you whip out your archgun and you do damage to her legs, it doesn't remove player control. Exploiter is the worst case of this because not only does she not really put up a fight like Profit-Taker, her minions don't do anything. Her is the worst fight after the Sergeant because she isn't a fight. You are telling me fighting exploiter is better than profit-taker when you can do this?
Get your head out of that orange juice you're chucking at her, DE wasted her potential.
And then don't even get me started on the fact that, the jackal node isn't even a co-op mission with this rework, just another rush to the boss and kill it. DE, doesn't learn.